Version History

1.2

AI

Units do not clump together when told to complete a 180 degree turn. Janissary Musketeers now fire consistently. Enemy AI army formations in bridge battles now allow their own artillery to fire. Enemy cannons do not fire at unbreakable walls. Grouped archers out of ammo will attack enemy units in melee combat when ordered to do so. AI does not deploy outside of enemy gates. When defending an enemy settlement with multiple exits, taking your army out of the side/back door does not make it easier to defeat the enemy. Siege AI is not passive. Cavalry can now charge a spearman army. General's bodyguard unit now marches correctly outside castles. AI now effectively assaults 2nd tier of a Fortress. Sallying AI army now reacts properly to being assaulted from 2 sides Attacking Siege AI concentrates on taking the settlement rather than chasing down units outside the settlement. Generals are now more effective at chasing down routing units. Enemy AI reacts to being bombarded with Trebuchets while inside a settlement. Siege AI now more difficult to defeat if player places missile units outside the walls. AI controls it units more effectively in a Citadel AI artillery more decisive in its positioning Remaining AI army now advances to use siege equipment AI Cavalry can now flank a Spear Wall AI now responds to missiles when sieging settlements AI now crosses bridges to attack AI responds more quickly to gates that have been opened by Spies (while sieging). Units do not break formation when chasing routers Enemy AI effectively attacks when player's units in a settlement square Enemy AI now utilises spare rams Improved enemy AI response to stakes Shortened Siege attack timers Enemy AI will no-longer send out General's bodyguard on a suicide mission while defending

Diplomacy

Improved responses to monetary offers Bribery attempts do not always fail after an unsuccessful first attempt Diplomatic 'Just Rejected' response no-longer to 'Not Interested' response to counter-offer, no matter how generous Aztecs now appear in the correct year (for diplomacy actions) Generals in a Crusade do not get inquisition Improved diplomacy mechanic - AI Factions now stick with alliances and/or attack 'more intelligently'

Battering Rams no-longer stuck in gates Ship movement area fixed Ram crew no-longer stuck between rams Northern European Castle terrain fixed to allow docking of towers Improved use of ladders Southern European Fortress wall fixed to allow docking of towers Improved the way units use Way-points Siege of Setenil slow-down tweaked Units no-longer become stuck on canyon walls on 'Canyon' map Units do not ascend/descend invisible ladders Units do not get stuck on Siege towers Cavalry pathfinding improved when sallying out from a Fortress Bridge battle pathfinding improved (units do not constantly reform) Citadel and Fortress paths fixed so that units can avoid assaulting inner walls Breach pathfinding tweaked

Combat

Enemy spearmen do not charge with raised spears 2H axemen attack tweaked, inc. Attacking Cavalry Defending units can no-longer enter a siege tower as soon as it docks with the walls

Mechanics

Mouse Cursor position now updates when scrolling with the arrow keys. Assassination exploit fixed. Mission "Reinforce Region" now functions correctly Attacking an enemy army from inside a sieged settlement no-longer causes the enemy to lose all built siege equipment Fixed two family members (brothers) with the exact same name Rudder event now triggers at the correct time When an enemy sallies and is defeated you no-longer have to wait for the timer to run out in-order to win. Assassin mechanics tweaked Mercenary recruitment tweaked Diplomatic Information scroll updates correctly. Online replays now match Slowdown fixed on Desert Sanctuary Metallic Resource now support Mines Cavalry charges do not fail when charging skirmishing/moving units or if a knight is out of position Units can now withdraw on the Eifel Mountains Battle Map Construction queue exploits fixed The carroccio standard can now fit through the gate on a sally out battle. Southern European > Fortress: routing Enemy AI now leaving the map Printing press event triggers at the correct time Ladder docking/undocking tweaked Faction standings tweaked Priests no-longer convert to heretics if traveling on a fleet Upper limit added on how long units stay in loose formation for. Traits/VnV triggers tweaked

Camera

Camera height does not drop under bridge in River Po Custom Battle map. Camera does not drop below water's surface in Palm Beach, Andalusia and Italian Wars map/scenarios. Camera does not show the underneath of a bridge when General is killed on the bridge

Controls

Drag Deploy functionality tweaked RTS camera functionality tweaked

Graphics

Princess character now greyed out upon death on Family tree Venice battlemap ambient building placement tweaked Fixed issue with trees disappearing when panning camera Added paths to doorways in Southern European Large City Added paths to doorways in Southern European City Fixed minor lighting issue in Southern European City Fixed misaligned platforms in Southern European Large Town Tweaked Crusade Army banner Fixed texture gaps and unwelded verts on Middle Eastern Huge City buildings. Fixed incorrect Tower Path in Mesoamerican City Fixed path through wall in Mesoamerican City Wall Fixed floating buildings above the battle map in Aztec Gold Scenario Fixed floating spikes in Mountain Redoubt scenario Added correct image for Paladin ancillary Fixed grey reinforcement area that states that 'This army cannot fight in night battles' even though the current battle is not a night battle. Added correct image for Aztec Rebel - Native Archer Added correct image for Aztec Spearmen Fixed floating torches in SE Citadel courtyard Garrison quarters no-longer change to Town Guard when in Construction queue Armoury building image in construction queue no-longer changes to an armoury Fixed issue with Trebuchets sometimes disappearing when zooming in close Fixed maps have the winter option but don’t have winter texture on the battle map Night attack selection tick and reinforcements do not disappear if user selects night attack option and then views enemy army details. Fixed officers not animating while riding Removed trees in the water in The Battle of Otumba.

Deployment

Units can no-longer be deployed on inaccessible sections of wall Fixed deployment issues with Southern European Wooden Castle on either side of the main gate. Units no-longer deployable in buildings in Mesoamerican City

1.1

Major Fixes ========

- Fix crash in Deathtrack MP map with empty Team 3 slot - Fixed Battle AI - armies not engaging enemies at close range. - Fixed CTD when client attempts to join game that the host is ending. - Fixed instances when A.I is passive on the campaign map and lets the user win on a campaign battle when stuck in-front of open gates. - Fixed loop between the windows for 'Possible Connection Problems' and 'Really Quit?' - Fixed AI: Calvary not charging a spearmen army in a Custom Battle. - Fixed cavalry not attacking - instances when AI sieges a town with infantry and Calvary, if the infantry die and rout and the player still holds the city, the cavalry

- Fix construction crash when converting settlements when buildings relating to initial settlement existed in construction queue. - Fixed Settlement still showing as under siege even though sieging army had been defeated. - Fixed repeating missions - Fixed indecisive infantry / broken formation (when ordered to a location they would head in the wrong direction first) - Fixed being able to open gates with siege towers or embed them in walls - Fixed victory video not always appearing - Diplomacy - AI no longer counters an open proposition with a gift. - Fixed deployment lines being rendered incorrectly around ambient buildings - Fixed Enemy units remain stationary with flags flashing when ladders are thrown off a destroyed wall in a siege. - Fixed the carroccio standard not fitting through gates - Fixed gunpowder units being stuck reforming - Fixed trebuchets disappearing and reappearing when zooming - Tweaked morale system - Partially fixed units moving through settlement buildings. - Units now check if destination is in a building or not. - Enabled command-line switch to allow unlimited soldiers (removes message) - Fixed MP player-names being lost on battle results screen if they quit the battle early - Fixed the ability for a user to 'buff' their assassin experience by continually assassinating different captains